	#ifdef GL_FRAGMENT_PRECISION_HIGH
	precision highp float;
	#else
	precision mediump float;
	#endif
	
	uniform sampler2D texture0; //texture map
	
	varying vec2 vTexCoord;
	
	void main(void) 
	{
		vec4 color = texture2D(texture0, vTexCoord);
		color.w=1.0;
		gl_FragColor = color;
	}
